The Blog

I’m deep in the thick of making this Drove move about and do stuff, but I thought this screenshot looked too cool not to share: (To those who are interested, the arrows are bindings for the lasers that will fire in sequence). Hope everyone is doing well – I hope to have lots more soon.

Greetings All, Some quick notes about the weekend! I fell down a near interminable rabbit hole of Unreal Engine 4 tutorial videos this weekend, and watched no less than 26 videos (each about 10-16 minutes long). The results? I’ve rigged up our mech in-engine, with textures, materials, animations, sounds and even some fun controller support!

Greetings to the World, Thank you to all of you for continuing to stay in some relative orbit with me over the past several months. I’ll start by saying that Lockeblade and Entity are not dead! But, then again, proof of life is best I suppose: Richard’s tireless work (ever impressive and rejuvenating a force,

Quick public update for all: our programmer had to step down, due to some other commitments. He has been an invaluable member of the team, and helped quite a bit with organizing where the project should be headed. As we search for a replacement programmer, I’ll be working on stitching together some very basic functionality

…I simultaneously apologize for both the brevity and tardiness of this post. We are in the process of doing some updates to the website, in addition to making a greater dedicated presence for Entity: Outlier. Thanks for your patience as we get that propped up over the next few days!

As we move towards our first internal play test for our multiplayer mode, a good portion of the team (and their formidable skills) are in a bit of a holding pattern. With that in mind, I am going to take a rather early beat (in the perspective of this year’s blog postings) and talk about

Greetings folks! As I started compiling all of the various thoughts around what I’d like to share with you about Entity: Outlier, and our journey towards its final project status, I started organizing those thoughts into what things will drive the identity of our game. I’m sure that this will evolve over the course of

It has been one helluva year. Perhaps one day it will make sense to bore the internet at large with tales of my second son’s birth, team members coming and going as they are rightfully pulled to new adventures, and many other pieces of my personal story with Lockeblade, but now is not the time

Happy July everyone! A quick note to keep the entire known universe updated on our progress: A month or two ago, we procured a talented, affable and focused programmer named Kirby. He has been whittling away at code (leveraging the Unreal Engine 4 development environment), and this past Monday I was honored to pick up

Hello 2014! I definitely owe the Internet a bit of an apology for not keeping the site as updated as it should have been. The holidays were crazy here on the home front, so it did keep me away from posting briefly. Work is continuing on our debut game, as well as the search for